bed & bread inn

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  • 1The Bed & Bread Inn

    A level 3 intermission adventure

    for 3-4 characters.

    4Eyes!

  • 2The Bed & Bread InnIntermission adventure

    ! ! Idea and design: ! ! ! ! Totte Alm! ! Additional help:! ! ! ! Jesper Alm! ! Cover art:! ! ! ! ! John C. Walborn

    ! ! Licenses:! ! ! ! ! Some graphics is LPJ Design

    ! ! Maps and graphics:!! ! ! Totte Alm! ! Editing:! ! ! ! ! Totte Alm

    ! ! Inspirational source (call shot to the nuts):! The Gamers! !

    ! ! Play testers:! ! ! ! ! Jesper Alm! ! ! ! ! ! ! ! Matthias Wppling! ! ! ! ! ! ! ! Stefan Strm

    ! ! Tools used:! ! ! ! ! OmniGraffle! ! ! ! ! ! ! ! Cheetah 3D

    ! ! ! ! ! ! ! ! Graphic Converter

    ! ! ! ! ! ! ! ! Pages

    ! ! ! ! ! ! ! ! Bryce 3D

    4Eyes!

    If you do like this intermission adventure,go to this link for more.

    http://4eyes.code66.se/

  • About this adventureThis is a small adventure, built to be used as an intermission encounter to pull PCs, specially new PCs, into the next adventure in your campaign.

    Adventure synopsis

    The PCs will be enjoying dinner, ale and staying the night at The Bed & Bread Inn, in the village Archerton. They see and talk to a lot of other people in the inn, like you always do. Everyone has their own business to attend to, and the stay at the inn is pretty eventless.

    The next day, they ride in the direction they were heading, and after some hours of travel, they stumble upon a scene of a recent battle, where one the merchants from yesterday evening is dead, shot with arrows.

    They try to follow the tracks in the forrest, and if they are good, they will avoid an ambush and come directly upon the bandits cave, otherwise they will be ambushed.

    Well at the cave, they will fight the bandit gang, and find two captured merchants and their wagon of goods. The merchants first give the PCs a reward for releasing them from their captivity, then offer the PCs a job as guards and escort to help the merchants reach their destination. The destination is the little village of Turnip Valley, about a week to the north.

    On the road, the fifth night, when camping for the night, they will be attacked by two hungry beasts, Green Vermoth snakes.

    Good luck.

    The InnRead of paraphrase the the speak-box below:

    You are staying for the night at the Bed & Bread Inn. You all know each other by name or by reputation at least. Some are more known that others.

    This inn is run by a dragonborn gentleman with the name Gondehl Tucc. Mr Tucc has a deep commanding voice, that he use to shout orders to the barmaids, three lovely half-elven girls.

    The Bed & Bread Inn is a well known inn, located in the small village named Archerton, along an ancient, seldom used, and partly overgrown trading route from the old days of the empires.

    For the DMThe Inn got its name from the habit of sending a loaf of fresh baked bread with the guests who left in the morning, as a token of friendship and for a safe journey. This is an old tradition among certain dragonborn families, and Mr Tucc took that tradition with him when he returned from his adventuring to settle down.

    During his last adventure, his old friend, an elven ranger, was killed, and that was the turning point of his adventuring career.

    He took care of his friends wife and their three teenage half-elven daughters, that now work as barmaids. The mother, Eriima, works in the kitchen, cooking the most wonderful turnip ragout.

    3

    The Bed & Bread Inn

  • The DinnerRead of paraphrase the the speak-box below:

    You all sit at the same table to enjoy the supper of the day, the famous turnip ragout, served with slices of smoked lamb, and the stout ale of Archerton.

    There are several other guests here, some locals and many merchants on the road somewhere. There is a cosy fire burning in the fireplace, chit chat of cheerful voices all around.

    For DMNothing will happen this evening or night. This is just to get the PCs to know each other a little better. In case that you need to pull them in the right direction, use a NPC some of them knows from home, and make them travel together in any direction you might seem fit. Some of the PCs having business in that general direction will ease the, to get going in the morning.

    ArchertonA small rural village, about 70 inhabitants living in a dozen houses and farms here. A small shop for gear and provision is located next to the inn.

    The next dayWhen the PCs leaves in the morning, they all get a loaf of that freshly baked walnut bread they all stuffed them self with at breakfast. And they leave for whatever business they think they are heading for.

    E1 - The Scene of a crime

    After about 1d3+2 hours of travel, read the following paragraph:

    As the road, or what once was a road, works its way through the dense forrest, you suddenly see the signs of a recent battle. One of the merchants from the Bed & Bread Inn the evening before, Sigvurd, is laying down on the road in a pool of blood with several arrows and daggers sticking out of his body. Beside him lies a sword, that looks like it is better used as an ornament than for fighting.

    DM NoteThe merchants have been raided and plundered buy some local bandits. The bandits have captured two merchants and stolen their wagon of goods.

    The ornamented sword is worth 125 g.p.

    Skill challenge

    Location: The road to to somewhere.

    Setup: To track the bandits.

    Level: 3

    XP: 650

    Complexity: 3 (requires 8 successes before 4 failures)

    DC: 15

    Primary Skills: Nature, Perception,

    Secondary Skills: Stealth, Endurance.

    Success:

    The PCs successfully find the hidden cave that is

    used as a base by the bandits. Move directly to

    encounter E3.

    Failure:

    The bandit watch notice the PCs walking around in

    circles in the woods and sets up an ambush, run

    encounter E2.

    DM Note

    The reason the skill challenge gives such amount of xp is that it should be better to success in the skill challenge that fail.

    4

  • E2 - The Ambush

    Read the following paragraph:

    While searching for tracks to follow, you come to a clearing in the dense forrest. Suddenly, arrows and daggers flies in the air, and you hear the rattling sound of weapons and armor, all around you.

    The ambush clearing

    A = Bandit ArcherB = BanditsC = BandidosForrest squares are difficult terrain.

    LEVEL 3 ENCOUNTER 580 XP

    2 Bandits

    1 Bandit Archer

    5 Bandidos

    Bandidos (Tiefling)Medium natural humanoid

    Level 2 Minion

    XP 31

    Initiative +0 Senses Perception +1

    HP 1; a missed attack never damage a minion.

    AC 15; Fortitude 13; Reflex 11; Will 11

    Speed 6

    M Dagger (std at-will) WeaponRanged 5/10 +6 vs. AC; 4 damage.

    Alignment Evil Languages Common

    Str 11 (+0) Dex 16 (+3) Wis 9 (-1)

    Con 13 (+1) Int 9 (-1) Cha 11 (+0)

    Equipment Leather armor, 6 daggers.

    Bandit (Human)Medium natural humanoid

    Level 3 Skirmisher

    XP 150

    Initiative +6 Senses Perception +1

    HP 41; Blooded 20

    AC 16; Fortitude 12; Reflex 14; Will 12

    Speed 6

    M Mace (std at-will) Weapon+4 vs. AC; 1d8 + 1 damage, and the bandit shifts 1

    square.

    m Dazing Strike (std, encounter) WeaponRequires mace; +4 vs. AC; 1d8+1 damage, the target

    is dazed until the end of the bandits next turn, and the

    bandit shifts 1 square.

    Alignment Evil Languages Common

    Skills: Stealth +10, Streetwise +5, Thievery +8

    Str 12 (+2) Dex 16 (+4) Wis 11 (+2)

    Con 14 (+3) Int 10 (+2) Cha 12 (+3)

    Equipment Leather armor, Mace

    Bandit Archer (Human)Medium natural humanoid

    Level 2 Artillery

    XP 125

    Initiative +6 Senses Perception +1

    HP 41; Blooded 20

    AC 16; Fortitude 12; Reflex 14; Will 12

    Speed 6

    R Shortbow (std at-will) WeaponRanged 15/30 +6 vs. AC; 1d8 damage.

    M Shortsword (std at-will) Weapon+3 vs. AC; 1d6+2 damage.

    r Call shot to the nuts (std, encounter) WeaponRanged 15/30 +6 vs. AC; 2d8+2 damage and the

    target is stunned until the end of the bandit archers

    next round, the bandit archer shifts 1 square.

    Alignment Evil Languages Common

    Skills: Stealth +10, Streetwise +5, Thievery +8

    Str 12 (+2) Dex 16 (+4) Wis 11 (+2)

    Con 14 (+3) Int 10 (+2) Cha 12 (+3)

    Equipment Leather armor, shortbow, 20 arrows,

    dagger

    5

  • For DMCheck Passive Perception (DC 20) to see if any of the PCs sees the ambush. If they fail, the bandits will get a surprise action.

    TacticsThe ambushers will surround the PCs, attacking from all directions.

    The bandits will give up if they feel they will lose the fight, the Bandidos will not, they will keep fighting even if the bandits or the bandit archer have surrendered.

    The bandits will reveal the location of their secret cave if convinced.

    TreasureEach bandit has 1d6 gp and 3d6 sp, each bandido has 3d6 cp.

    6

  • E3 - Bandits Cave

    Read the following paragraph:

    You see a wagon, possible the same wagon you saw outside the Inn when you arrived yesterday. A couple of persons seems busy doing things, but a few tieflings seems to be on watch.

    A cave opening, with light coming out from the inside is in the hill, and a bowman is standing in the opening.

    Bandits cave

    A = Archer B = Bandit C = Bandidos

    LEVEL 3 ENCOUNTER 490 XP

    2 Bandits

    1 Bandit Archer

    2 Bandidos

    Bandidos (Tiefling)Medium natural humanoid

    Level 2 Minion

    XP 31

    Initiative +0 Senses Perception +1

    HP 1; a missed attack never damage a minion.

    AC 15; Fortitude 13; Reflex 11; Will 11

    Speed 6

    M Dagger (std at-will) WeaponRanged 5/10 +6 vs. AC; 4 damage.

    Alignment Evil Languages Common

    Str 11 (+0) Dex 16 (+3) Wis 9 (-1)

    Con 13 (+1) Int 9 (-1) Cha 11 (+0)

    Equipment Leather armor, 6 daggers.

    Bandit (Human)Medium natural humanoid

    Level 3 Skirmisher

    XP 150

    Initiative +6 Senses Perception +1

    HP 41; Blooded 20

    AC 16; Fortitude 12; Reflex 14; Will 12

    Speed 6

    M Mace (std at-will) Weapon+4 vs. AC; 1d8 + 1 damage, and the bandit shifts 1

    square.

    m Dazing Strike (std, encounter) WeaponRequires mace; +4 vs. AC; 1d8+1 damage, the target

    is dazed until the end of the bandits next turn, and the

    bandit shifts 1 square.

    Alignment Evil Languages Common

    Skills: Stealth +10, Streetwise +5, Thievery +8

    Str 12 (+2) Dex 16 (+4) Wis 11 (+2)

    Con 14 (+3) Int 10 (+2) Cha 12 (+3)

    Equipment Leather armor, Mace

    Bandit Archer (Human)Medium natural humanoid

    Level 2 Artillery

    XP 125

    Initiative +6 Senses Perception +1

    HP 41; Blooded 20

    AC 16; Fortitude 12; Reflex 14; Will 12

    Speed 6

    R Shortbow (std at-will) WeaponRanged 15/30 +6 vs. AC; 1d8 damage.

    M Shortsword (std at-will) Weapon+3 vs. AC; 1d6+2 damage.

    r Call shot to the nuts (std, encounter) WeaponRanged 15/30 +6 vs. AC; 2d8+2 damage and the

    target is stunned until the end of the bandit archers

    next round, the bandit archer shifts 1 square.

    Alignment Evil Languages Common

    Skills: Stealth +10, Streetwise +5, Thievery +8

    Str 12 (+2) Dex 16 (+4) Wis 11 (+2)

    Con 14 (+3) Int 10 (+2) Cha 12 (+3)

    Equipment Leather armor, shortbow, 20 arrows,

    dagger

    7

  • TacticsThe Bandits will try to defend the cave at all cost. If they can, one Bandit will try to rush into the cave and warn the leader.

    TreasureMost of the loot seems to be from the wagon, spices, fine silk etc.

    Each bandit has 1d6 gp and 3d6 sp, each bandido has 3d6 cp.

    E3A - Inside The Bandit Cave

    The bandits cave

    B = BanditC=BandidosL=Bandit LeaderM=Merchants

    LEVEL 5 ENCOUNTER 800 XP

    3 Bandits

    1 Bandit Leader

    5 Bandidos

    TacticsThe Bandits will defend their cave until the bitter end, as they know surrender will equal the gallows.

    Bandidos (Tiefling)Medium natural humanoid

    Level 2 Minion

    XP 31

    Initiative +0 Senses Perception +1

    HP 1; a missed attack never damage a minion.

    AC 15; Fortitude 13; Reflex 11; Will 11

    Speed 6

    M Dagger (std at-will) WeaponRanged 5/10 +6 vs. AC; 4 damage.

    Alignment Evil Languages Common

    Str 11 (+0) Dex 16 (+3) Wis 9 (-1)

    Con 13 (+1) Int 9 (-1) Cha 11 (+0)

    Equipment Leather armor, 6 daggers.

    Bandit (Human)Medium natural humanoid

    Level 3 Skirmisher

    XP 150

    Initiative +6 Senses Perception +1

    HP 41; Blooded 20

    AC 16; Fortitude 12; Reflex 14; Will 12

    Speed 6

    M Mace (std at-will) Weapon+4 vs. AC; 1d8 + 1 damage, and the bandit shifts 1

    square.

    m Dazing Strike (std, encounter) WeaponRequires mace; +4 vs. AC; 1d8+1 damage, the target

    is dazed until the end of the bandits next turn, and the

    bandit shifts 1 square.

    Alignment Evil Languages Common

    Skills: Stealth +10, Streetwise +5, Thievery +8

    Str 12 (+2) Dex 16 (+4) Wis 11 (+2)

    Con 14 (+3) Int 10 (+2) Cha 12 (+3)

    Equipment Leather armor, Mace

    8

  • Bandit Leader (Human)Medium natural humanoid

    Level 5 Leader

    XP 200

    Initiative +8 Senses Perception +4

    HP 48; Blooded 24

    AC 21; Fortitude 14; Reflex 16; Will 13

    Speed 6

    m Comrades at arms (std at-will) Weapon+8 vs. AC; 1d8 +3 damage, and two allies can shift 1

    square.

    R Shortbow (std at-will) WeaponRanged 15/30 +10 vs. AC; 1d8 damage.

    Combat advantage

    The Bandit Leader deals an extra d8 of damage to

    targets on which it has combat advantage over.

    m Disarming Strike (std, encounter) Weapon+8 vs. reflex, 2d8+3 damage and the opponent is

    dazed until the end of the Bandit Leaders next round.

    Alignment Evil Languages Common

    Skills: Stealth +12, Streetwise +8, Thievery +11

    Str 15 (+5) Dex 17 (+6) Wis 11 (+3)

    Con 15 (+4) Int 12 (+4) Cha 13 (+4)

    Equipment Long sword +1, Sylvan Hide armor +1

    The merchantsThe two merchants, Harvold, and Reivakk are very happy to be rescued by the brave adventurers, and they ask the PCs if they would like to earn some gold by working as guards and escort the merchants to the village Turnip Valley, which lies about week to the north.

    They offer the each PCs 50 gp up front and another 50 gp each when they arrive in Turnip Alley. They also agree to pay the PCs 50 gp each for the rescue from the bandits and another 100 gp for the wagon with their goods.

    DM noteThe goods on the wagon has a value of about 400 gp if sold to the right persons.

    TreasureIn the loot bags from the bandits, the PCs finds what seems to be some adventures gear, and a small paper inside a pocket of one of the clothes.

    The Bandit Leader has a Longsword +1 and a Sylvan Hide Armor+1.

    DM Note

    This is where you as a DM can add hints to your next adventure. The unlucky adventurers who have been killed by the bandits were on the way to explore what ever your PCs are going for.

    9

  • E-4 Beasts of the wild

    On the fifth day of travel, when the party has put up the tents, lit the campfire and has gone for a sleep, nature pays a visit to the camp. The merchants sleeps in one tent, the PCs in another. The merchants do do night watches. Roll a d4+1, that is the hour when this encounter will happen.

    A scream of fear is suddenly heard from the merchants tent and the merchants come rushing out from their tent wearing their funny looking sleeping garments. The PCs sleeping in the other tent must roll a Perception (DC 25), they are sleeping, to see if they notice the snake that has sneaked into the their tent.

    The camp site

    W = PC on watchM = MerchantsS = Snakes

    LEVEL 3 ENCOUNTER 400 XP

    2 Green Vermoth Snakes

    Green Vermoth SnakeMedium natural beast (reptile)

    Level 5 Brute

    XP 200

    Initiative +6 Senses Perception +7; low-light vision

    Hissing (fear) aura 2; enemies in the aura take a -2

    penalty to attack rolls.

    HP 77 Bloodied 38

    AC 17; Fortitude 16; Reflex 18; Will 16

    Resist Poison 10

    Speed 4; climb 4

    M Bite (std at-will) Poison+8 vs. AC; 1d6+4 damage, and Green Vermoth Snake

    makes a secondary attack against the same target.

    Secondary attack: +6 vs. Fortitude; 1d8+2 poison

    damage, and 5 ongoing poison damage (save ends).

    Alignment

    Unaligned

    Languages -

    Str 12 (+3) Dex 19 (+6) Wis 10 (-2)

    Con 15 (+4) Int 2 (-2) Cha 14 (+4)

    TacticsThe snakes are in for a meal and will attack anyone not near the camp fire. The snakes will not crawl within 2 squares of the fire.

    TreasureA Nature (DC 15) or a Arcana (DC 15) will reveal the fact that the head from a Green Vermoth Snake is worth about 50 gp .

    10

  • E6 - Arriving in Turnip Alley

    When the PCs arrive in this little village, many of the villages cheer and gather in the market square, waiting for the merchants to bring out their tables and start to sell all those things from foreign countries that can only be bought, like some rare spices and fine silk.

    The merchants now pays the PCs the remaining 50 gp each, and thank them for their good work.

    Turnip AlleyA small village, where turnip farming the main source of income. All around he village are turnip fields, every field surrounded by a low wall built from stones picked from the fields. In the center of each field is also a large stone pile.

    11

    If you do like this intermission adventure,go to this link to donate.

    http://4eyes.code66.se/

  • E2 - The Ambush #1

  • E2 - The Ambush #2

  • E3 - Bandits Cave #1

  • E3 - Bandits Cave #2

  • E3A - Inside The Bandits Cave #1

  • E3A - Inside The Bandits Cave #2

  • E4 - Beasts of the wild #1

  • E4 - Beasts of the wild #2